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[WIP] IPL Editor

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tonywob
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#1

Posted 24 October 2005 - 01:37 PM Edited by tonywob, 30 November 2005 - 10:09 PM.

Just a small application I am currently developing, which started life as a map viewer for Mac OS X ( See Liberty City on Mac OS X).

The application will load and display map files from GTA III, VC and San Andreas. When I get time I will add editing so that you can move objects around.

For GTA III and Vice City, it will also render 2dfx lighting, etc. It will also correctly display time controlled objects, LOD objects and shadows, etc.
For SA, it will load binary IPL files and display the maps, however it is quite slow at the moment. Also, I need to create a reader to correctly render 2dfx which are apparently now part of the DFF files.

A couple of screenshots of progress so far
user posted imageuser posted image
user posted imageuser posted image
The application supports two viewing modes, one is a first-person view, and the other is a top-down view. The controls in the first-person view work similar to the real game.
user posted image
I've added some extras as well, such as skyboxes so you can take some nice looking screen grabs, and an .img file tool which adds and extracts files

user posted imageuser posted image


Currently, GTA III and VC render pretty much perfect apart from one or two oddities with textures. SA works, except for lighting, and due to the size of the map files, memory usage is quite high (I will work on these issues before working on editing)

user posted imageuser posted imageuser posted image

The application also continues to work on Mac OS X (It's slower though due to endian issues)

Edit by Delfi - fixed you really bad url typo at beginning of topic.

Edit: Tonywob's IPL Editor/MapEditor << Download link for pre-alpha release

Knife
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#2

Posted 24 October 2005 - 01:45 PM

Thats looking very nice biggrin.gif . Will you be able to edit ipls?

tonywob
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#3

Posted 24 October 2005 - 01:48 PM

QUOTE (Knife @ Oct 24 2005, 13:45)
Thats looking very nice biggrin.gif . Will you be able to edit ipls?

Yep, I intend to add this feature. You will be able to select the objects and move them around on the map. You will then be able to export the IPL file. This might be a bit of a challenge for binary IPL files, but text only IPL files should be pretty simple

Knife
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#4

Posted 24 October 2005 - 01:49 PM

In that case have some cookies: cookie.gif cookie.gif cookie.gif

Jorge F.
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#5

Posted 24 October 2005 - 02:26 PM

That looks awsome dude biggrin.gif .
So it's gonna be a MooMapper for San Andreas?

KUTGW biggrin.gif

wauzie
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#6

Posted 24 October 2005 - 02:48 PM

Very nice dude Shifty41s_beerhatsmilie2.gif . I've been waiting for a SA 'moomapper'. Good luck with this project. When its gonna be released?

aad
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#7

Posted 24 October 2005 - 03:12 PM

This is getting better and better. Any future plans or chances for a maybe Colfile support ? tounge.gif

Eclipse_nl
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#8

Posted 24 October 2005 - 03:18 PM

This is so f*cking awesome biggrin.gif

Keep it up!

wauzie
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#9

Posted 24 October 2005 - 03:44 PM

QUOTE (aad @ Oct 24 2005, 15:12)
This is getting better and better. Any future plans or chances for a maybe Colfile support ? tounge.gif

I like that tounge.gif . It will be a All-in-one tool.

Supdario
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#10

Posted 24 October 2005 - 03:53 PM

Coool wow.gif
This tool is able to show objects name? cool.gif

steve-m
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#11

Posted 24 October 2005 - 03:53 PM

Wow, finally some competition. biggrin.gif

Edit: This one looks a bit strange:
user posted image
Do you use realtime lighting? Don't do that, disable all lights in the scene and only use the vertex colors.

tonywob
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#12

Posted 24 October 2005 - 03:57 PM

Thanks for all the kind replies biggrin.gif

At the moment I am working on getting all of the rendering stable, at then I will continue to add features.

My second priority is to allow you to move objects around all three maps, and then the ability to create your own map files (Excluding Binary at this point).

Colfile support is also on the list, however I want to get a decent 2dfx and paths editor in to start with.

There is still alot to do unfortuantely sad.gif , and I will release the current version as soon as I have fixed the weird texture issues.


flitcroft101
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#13

Posted 24 October 2005 - 04:02 PM

Excellent work!!!!!!!!!!!!!!!!!!!!!!!!!! cookie.gif cookie.gif cookie.gif

tonywob
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#14

Posted 24 October 2005 - 04:11 PM

QUOTE (steve-m @ Oct 24 2005, 15:53)
Wow, finally some competition. biggrin.gif

Edit: This one looks a bit strange:
user posted image
Do you use realtime lighting? Don't do that, disable all lights in the scene and only use the vertex colors.

On that particular screenshot, yes, I accidentally left lighting enabled as opposed to the vertex colours. It was left over from when I was checking the normals from the DFF loader.

steve-m
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#15

Posted 24 October 2005 - 04:35 PM

Ah, ok. Map objects in GTA don't have normals, so you can't do that, unless you calculate them yourself.

So what's wrong with the textures? Can't see any problems on the screens...

tonywob
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#16

Posted 24 October 2005 - 05:24 PM

QUOTE (steve-m @ Oct 24 2005, 16:35)
Ah, ok. Map objects in GTA don't have normals, so you can't do that, unless you calculate them yourself.

So what's wrong with the textures? Can't see any problems on the screens...

A couple of the objects had normals, however I calculated the normals myself, because originally it was used to view single objects, but now there is no need to do this when viewing maps. I will leave the ability it, but it won't be used to render full map scenes.

The texture problems are when you load a 32Bit uncompressed image from a txd file (There are a few in GTA III), the colours seem wrong (Probably the RGBA order).
Also some of the textures look a bit blue on San Andreas (e.g. The character models), this again could be my use of blending notify.gif

I have had to use software emulation to load Palette compressed textures from GTA III, this is slow but since the OpenGL drivers on my machines don't support it, I had no choice. I have told it use the extension if it is available.

DXT compressed textures work fine on both Windows and Macs which is a +

Also a couple of the DFF files have no geometry entries, I have checked them using your RWAnalyze tool and this was confirmed.


steve-m
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#17

Posted 24 October 2005 - 07:22 PM

QUOTE (tonywob @ Oct 24 2005, 19:24)
The texture problems are when you load a 32Bit uncompressed image from a txd file (There are a few in GTA III), the colours seem wrong (Probably the RGBA order).

Yea, you have to flip R and B. In MapViewer I do that via software (fast asm) as well, since I couldn't get the OGL option to work.

QUOTE (tonywob @ Oct 24 2005, 19:24)
I have had to use software emulation to load Palette compressed textures from GTA III, this is slow but since the OpenGL drivers on my machines don't support it, I had no choice. I have told it use the extension if it is available.

Yea, same here, my ATI card doesn't support that extension so I've implemented both.

QUOTE (tonywob @ Oct 24 2005, 19:24)
Also a couple of the DFF files have no geometry entries, I have checked them using your RWAnalyze tool and this was confirmed.

Probably just used for 2dfx things (like streetsigns).

Fireman
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#18

Posted 25 October 2005 - 08:36 AM

PWN this is great great work cookie.gif cookie.gif cookie.gif -Slurp Slurp, Hmmm... Sprunk!

demonj0e
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#19

Posted 25 October 2005 - 09:12 AM

wow looking very nice maybe add car car and weapon placements aswell, and maybe an option to set up some scenes for people to make nice looking screenshots tounge.gif

tonywob
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#20

Posted 26 October 2005 - 05:03 PM

Just a couple of progress updates:

Fixed the problem with textures, it uses ASM on Windows so it is nice and quick, I've had to do it differently on Mac OS X, so only slightly slower

user posted image

A top-down view of Los Santos (Don't try this at home - Memory Hungry) in LOD mode.
user posted image

You can select items on the screen and view properties, currently this is for IDE entries only but I will add IPL properties as well, so simple editing will be available.
user posted imageuser posted image
user posted image

You can select an item from the IDE treeview as well, I will add menu entries so that you can extract the DFF and TXD files.


I still need to work out 2DFX lighting in San Andreas and I'm still unsure about the IDE Paramaters such as (shown when wet, etc).

I also want to add a TXD file viewer.

Probably won't get much done next week since LCS is coming biggrin.gif

Eclipse_nl
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#21

Posted 26 October 2005 - 06:12 PM

Could you make a model-view-function so that you can fast browse between all models. And when you found a good model, you can say "add this to your IPL". (like in the m00mapper.)
That would be very nice. inlove.gif

tonywob
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#22

Posted 26 October 2005 - 06:39 PM

QUOTE (Eclipse_nl @ Oct 26 2005, 18:12)
Could you make a model-view-function so that you can fast browse between all models. And when you found a good model, you can say "add this to your IPL". (like in the m00mapper.)
That would be very nice. inlove.gif

Sorry to sound stupid, but can you explain me to in more detail what you mean, Do you mean you want see a preview of any model in a IDE file on a thumbnail type window? So that you can quickly add it to an IPL file.

Sorry, I haven't used MooMapper for a while!

Eclipse_nl
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#23

Posted 26 October 2005 - 07:20 PM

QUOTE
Do you mean you want see a preview of any model in a IDE file on a thumbnail type window?


Yes, that's what I mean. smile.gif

tonywob
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#24

Posted 26 October 2005 - 09:40 PM

QUOTE (Eclipse_nl @ Oct 26 2005, 19:20)
QUOTE
Do you mean you want see a preview of any model in a IDE file on a thumbnail type window?


Yes, that's what I mean. smile.gif

Okay, I'll have a look into it.

Just a quick update, 2DFX lights and night lighting are now available for San Andreas
user posted image
user posted image

flitcroft101
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#25

Posted 26 October 2005 - 09:54 PM

That kicks ass biggrin.gif

Any chance of a beta release? biggrin.gif cookie.gif

burpicane
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#26

Posted 26 October 2005 - 10:17 PM

this really kicks ars go get some cookie.gif cookie.gif cookie.gif karma stars

Supdario
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#27

Posted 27 October 2005 - 11:39 AM

... wow.gif rolleyes.gif barf8bd.gif
I want it...


NOW catspider.gif

wauzie
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#28

Posted 27 October 2005 - 06:29 PM

Your tool is looking better and better. I've got a couple of very handy ideas:

-When you click al Model the edges are faced (white)
-Rightmouse on a Model and you copy it then (so you could copy a lot of models at the same time)
-PICK/CAR/ENEX/CUL and suchs things as support

demonj0e
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#29

Posted 27 October 2005 - 07:03 PM

lookin good im hope a beta is coming along soon as im sure alot of us would like to try this out

mrMagnetic
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#30

Posted 27 October 2005 - 07:04 PM

QUOTE (steve-m @ Oct 24 2005, 15:53)
Do you use realtime lighting? Don't do that, disable all lights in the scene and only use the vertex colors.


Do you guys have GL_LIGHTING disabled? Then how do you keep the models from being too dark?

In my viewer I use GL_AMBIENT to set a base light that lights up the dark parts, and GL_EMISSION tracks the vertex colors. Rest is inactive because there are no normals.
Maybe this is weird, but it does give a possibility to change the base lighting with time of day without changing vertex colors..





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